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Posts by Erik

Erik's Profile → Posts

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File Name: Darkberry
Added:
Authors: Alcaro
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will change tiles 0FD through 0FF to berries (same order as 045 through 047), which transforms into whatever tile you want.
Requires edit1754's Tile Generation Unrestrictor patch.

Mostly superseded by (and likely incompatible with) Edible Blocks, but since this one can leave the dark bush behind, it still has a few uses.
Screenshots:
Quote
Mostly superseded by (and likely incompatible with) Edible Blocks, but since this one can leave the dark bush behind, it still has a few uses.

I'm sure the latest Edible Blocks update (which is the one which allows subs) allows you to implement the only niche this patch had over it.
File Name: Wario Dash v2
Added:
Authors: K3fka
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: An updated version of my Wario Dash patch. This version changes a few things to fix some bugs. You no longer gain star power while dashing, but a sliding effect is simulated. As such, make sure enemies you want to be able to be killed by the dash are able to be killed by sliding (you can use Tweaker or whatever to enable that).
Screenshots:
Converted to UberASM (it hijacked the status bar).
File Name: LR Cape Spin
Added:
Authors: EddyCartoon
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Allows you to use cape spin by pressing L or R. Based of the LR Hook patch by Smallhacker. Give credit to Klopenator for the cape spin code.
Screenshots:
As other LR Hook based patches, this won't work if you use the original status bar.
Here's an UberASM code to achieve the same thing:
Code
main:
LDA $73
ORA $187A|!addr
ORA $140D|!addr
ORA $9D
ORA $13D4|!addr
BNE Return
LDA $17
ORA $18
AND #$30
BEQ return
CMP #$30
BEQ return
LDA #$12
STA $14A6|!addr
LDA #$04
STA $1DFC|!addr
RTL
File Name: L/R Restart Level
Added:
Authors: Iceguy
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch makes pressing either L or R restart the level (to the main entrance). Based on the L/R hook code by Smallhacker.

Tester's note: Works, but if Mario is dying, you can cheat your way out of it by pressing L or R to restart.
Screenshots:
Again, LR Hook. Again, won't work if you use a custom status bar. Again, UberASM code to do the same thing:

Code
main:
    LDA $18
    AND #$30
    BEQ Return
    LDX $95
    LDA $5B
    BEQ Setup
    LDX $97
Setup:
    LDA $13BF|!addr
    PHA
    CMP #$25
    BCC +
    ADC #$DB
+   STA $19B8|!addr,x
    PLA
    CMP #$25
    LDA #$01
    BCS Finish
    DEC
Finish:
    ORA #$04
    STA $19D8|!addr,x
    LDA #$06
    STA $71
    STZ $88
    STZ $89
Return:
    RTL
Name: Yoshi No Fly by HuFlungDu

Code
if read1($00FFD5) == $23
sa1rom
!Base2 = $6000
else
lorom
!Base2 = $0000
endif
org $01EBD0
STZ $1410|!Base2
org $01F152
STZ $141E|!Base2
org $01F198
STZ $141E|!Base2
org $01F6D4
STZ $141E|!Base2
File Name: Yoshi No Fly
Added:
Authors: HuFlungDu
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Patch to disable yoshi's ability to fly.
Made at the request of ggamer77.
Screenshots:
Moved to the Hex Edit Repository.
Originally posted by DPBOX
Huh? How in the world do I do that?

Move your file to the gamemode folder. Leave the nmi tag, then configure the list as seen below.

Originally posted by DPBOX
Will it also run during the title screen's various menus? Because I need it to run during the menus, too.

Run it through gamemodes 5 thru b too:
(restricted)
(restricted)
Originally posted by zacmario
Where did they go?

Most of the removals done yesterday (around 30 of which I made) can be found documented along with the reasons here. Later today, I intend to go and add the backup of every patch that has been rejected and doesn't have one correctly.

Originally posted by Plasmodium00
Too often is there a major remoderation event without the community knowing

You cannot argue we didn't tell the community we were going to do a remoderation of the patches section. It was announced since October 7th - with discussion for it dating back even prior - and unless somebody else said somewhere else that the remoderation was cancelled, the section keeps being into that state (which is why patches have the needs remoderation tag).
Quote
and suddenly we go looking for a patch we expect to be in the patches section and it's not there

Now this I can understand, due to the backups not being easily accessible. Unlike with the sprite remoderation, when the site counted with an FTP we could just link to with every removed sprite, unfortunately the best I can do with said FTP being down is either put the sprites in my muncher subdomain (and risk them being gone) or have them linked from the main thread linked above. If you got any suggestions to make this clearer, feel free to tell me - I think it'd be cool if we added a paragraph detailing what's going on in the patches section with info on what's going on and links to the backups (think, like, how the music section has the featured songs paragraph right on top). I'll ask Telinc if he could add it.
e: done
(restricted)
File Name: Special OW colors keeper
Added:
Authors: Ersanio
Tool: xkas
Requires Free Space: No
Bug Fix: No
Featured: No
Description: This patch removes every single visible trace of the 'special world beaten' effects, except it keeps the overworld colors only.
Also normalizes Koopa colors, behaviours (speed), and enemy graphics.
Screenshots:
You can do this using only LM. Go to Overworld->Change special world levels and set the color setting to the level you want to, while moving the rest to level 0
File Name: Add "decrease coin" flag.
Added:
Authors: Iceguy
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will insert a "decrease coin flag" kinda like the opposite of $13CC. You can use it in your shop blocks to slowly drain coins instead of them subtracting coins at once. By default, the RAM address used is $0E85. It's not defined as free RAM inside the demo block, so take caution if editing it.
Screenshots:
Obsoleted by this.
File Name: Bigger Coin Counter
Added:
Authors: Iceguy
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will allow you to have a coin counter up to 200, not 100 like the SMW counter. It doesn't use any extra RAM as well, so all blocks/sprites that use $0DBF will still work with this patch.
Screenshots:
Obsoleted by this.
File Name: No forward momentum v1.0
Added:
Authors: DPBOX
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch changes the game's physics. It makes Mario stop on a dime when you release left or right on the D-Pad on the ground, in the air, underwater, everywhere.
Screenshots:
This patch hacks the controller polling routine, which runs under NMI, to do a trivial change such as this. I converted to UberASM - and fixed slopes as well -, find it here.
(restricted)
(restricted)
noivern? that's my alt
Noivern: Another month, another Member of the Month! Today I'm sitting with Tahixham, author of the work in progress hack Super Mario: Daisy's Kidnapping. Tahixham handled some of these interviews in 2014 and 2015 and was himself interviewed for Staff Spotlight even earlier than that in 2013. You can read the older (and rather brief) interview here.
Noivern: How does it feel to be back on that side of the interview table?
Tahixham: Uhh weird I feel like I should be asking you the questions!
Noivern: I do not want to answer questions
Tahixham: But how did you find SMW Central? The world is dying to know?!
Noivern:

Noivern: Let's first go into a little detail about the hack. Super Mario: Daisy's Kidnapping was started rather recently according to post dates, not even two months ago. But obviously it was already in production before then. How much work did you put into the hack before you made the WIP thread?
Tahixham: Maybe like... a month? I had spent a huge amount of time beforehand sorting out stuff like patches to work together and behave, getting the overworld done, the intro/hub level and then got myself a few levels designed before I actually posted anything. I wanted to be sure I was actually going to commit to working on the hack before I shared it with the community.
Noivern: What makes Super Mario: Daisy's Kidnapping stand out among the other projects in the work in progress forum?
Tahixham: Uhm I don't really think anything to be honest. Like, there's definitely other cool hacks out there like WYE's one and Golden Yoshi's Hack 5 so I wouldn't say it stands out. Just fits in. Although I've personally always wanted to pull together a hack that feels just like a modern Mario game, with all the new features like wall kicking and fancy powerups. I've tried a few times before but due to various reasons never succeeded. Though that was a few years ago. I think now, with the advances we've made with tools, SA1 etc., I should succeed! It's the sort of hack I've always looked to play too - so I'm sort of filling a personal void too, so to speak.
Noivern: So what all features are you running here? I see wall jumps, ground pounds, a mini mushroom as well as other powerups, am I missing anything? How does access to all these different abilities change how you approach the level design?
Tahixham: One thing I wanted to make sure of was that every feature I put in is actually useful to the gameplay. Such as the ground pound - I wasn't even sure whether I was going to implement it as it was a case of "if I can't make the ? blocks and brick blocks work with it, it's not going in". As seen by GIFs:



Tahixham: With level design - it actually opens up a load of new possibilities (and caveats too though). When you would normally be able to access something, say by finding a springboard, if the player can just wall kick up there you've ruined the puzzle (rough example - don't item babysit kids!)
Noivern: It's confirmed, whenever you add items to a level everything breaks.
Noivern: The structure of the hack allows for the initial six worlds to be accessed in any order, but afterwards when you travel to the final world, you're trapped there until you beat the game. What is the purpose behind this mechanic?
Tahixham: Well, you can get out but you just gotta beat Bowser first! It's more of a plot element, if anything. The ship has enough power from the Power Stars to get across the Lava Seas but not back - Bowser has the last power star. Imagine it like the elite four in Pokemon.
Noivern: What inspired you to use mainly SMB3 graphics?
Tahixham: Because I don't care to draw my own.
Noivern:
Tahixham: Nah, but I wanted to keep it familiar. Plus, there's a huge amount of resources either on SMWC or our affiliates for tilesets, sprite graphics etc that all work well together in a SMB3 style. And also, I went for that style because there were some cool SMB3 styled powerup graphics by a user called AwesomeZack at MFGG which I wanted to use - and they took some time to implement!
Noivern: About how far into the hack are you right now? Do you think you'll have something ready by C3 maybe?
Tahixham: Wait when is C3?
Noivern: Not until early July. You have plenty of time.
Tahixham: Hmm - well, I had thought of like a demo but I'm unsure. Maybe when I have worlds 1-4 done and if the timing falls well - maybe a C3 demo!!
Noivern: This isn't a question, I just wanted to say how much I love the Spikes you posted in a recent update:



Noivern:They look like they came straight out of the NSMB series.
Tahixham: Ah yeah - I was playing NSMBU and I thought they were cool! It was actually the first sort of custom sprite thing I made and put together for the hack
Noivern: It's been a long time since you've released a hack, and all of your finished hacks to date have been pretty short. What got you back into hacking SMW, and with a multi-world gig no less?
Tahixham: I last released a hack in 2013 and I've made several attempts since. I usually get caught up with a load of bugs that I don't know how to fix. What got me back into it was a mixture of boredom, and Lunar Magic 3.0. The new large levels looked fun and I wanted to have a play with that feature. It's not that I can't commit to making a full hack as such, but I usually can't do what I'm trying to do so give up. However! So far, with this one I've been pretty much bug-free or at least, been able to fix them. So we're doing well. Plus I was like... 13-16 when I made those hacks released so don't play them.
Noivern: Sure thing. I also absolutely definitely won't link them here. Of course not.
Tahixham: Well, 10/10 top notch level design right here though



Noivern: Truly competing with the greats...
Tahixham: Basically, Brutal Mario-league hacking.

Noivern: Let's turn the questions over to you, personally. This is Member of the Month, after all.
Noivern: How has life been treating you lately?
Tahixham: Oh no. Fine really, I have no complaints. I live a fairly boring and average life really so that's that.
Tahixham: How has life been treating YOU Noivern?
Noivern: Listen here Buddy
Noivern: Do you play hacks? What hack is your favorite?
Tahixham: Sometimes, but I never tend to finish them because playing them makes me want to work on my own. Favourite hack though? Probably SMW 2+3 The Essence Star - I can remember playing that fully when it was first released back in the day! Truly enjoyed it!
Noivern: Could you imagine what any of the commonly accepted "great" hacks could do with square levels? That would be amazing,
Tahixham: That would be interesting. But who knows - in five year's time we'll regard a whole host of new hacks as "greats" too, featuring square levels.
Noivern: Man I really hope so.
Noivern: Outside of hacking, do you have a hobby? What do you do for fun?
Tahixham: That is kinda the hobby lol. Although I do enjoy playing simulation/creative games like The Sims and Planet Coaster if anyone on SMWC has played any of those
Noivern: oh boy
Noivern: Which Sims is the good Sims?
Tahixham: The Sims 4 no questions. But Sims 2 close second. Never played 1 and skipped most of 3. And I skipped three because I didn't like it really
Noivern: Personally I just liked to build the houses, actually managing the sims themselves was boring.
Noivern: What kind(s) of music do you listen to?
Tahixham: I'm actually more of a modern, whatever is playing in the charts sort of guy. I don't go out of my way to listen to music as such, but it's usually in the background at home or in the car.
Noivern: Anything you're listening to right now?
Tahixham: No because it's late and other people in the house are trying to sleep
Noivern: Since it's late perhaps we should wrap up this interview, no? So, one last question.
Noivern: Have you always been blatantly copying my level design???????



Noivern: this is uncool man
Tahixham: Yes. Always. In fact, I've plagiarized my entire hack from yours so you should feel flattered.
Noivern: I'm gonna demand an author credit if this keeps up...
Tahixham: I'm not crediting anyone, that's the art of plagiarism
Noivern: I'm calling Nintendo
Tahixham: I already called them they're cool with it
Noivern: Anyway this has been a pretty fun interview, thanks for taking the time out of your schedule to do it.
Tahixham: That's OK! Thanks for having me. 23:33 is far too late for me to be up though so if I oversleep in the morning I'll blame u
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